QuaziGNRLnose's Recent Forum Activity

  • istavang

    You need to export the UVs for .obj files to texture properly, other than that nothing special should be needed. Sometime you can load .js format objects with their material properties but it doesn't always work since i didn't fully support all the features for the .js exports yet. Make sure textures are square and power of two, as anything else might cause problems.

    what are you doing that isn't working?

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  • There's no demo version of the plugin (As this would necessitate freely distributing the plugin), only demos that show what can be done with it.

  • Joannesalfa

    No it's entirely usable in its current state to make 3D games, Tiny Tank took me a week and a half to put together. I'm adding features because i understand not everyone is advanced enough a user to use the plugin to its full potential. You need to understand how to program a little more abstractly in the event sheet, but it's nothing mind boggling. For the most part i aim to make things easier but the statement that it's in "Development Hell" when its already a complete product which offers all advertised functionality and future updates are simply to add functionality because i feel like adding functionality is wrong.

  • All the functionality to integrate 3D is there, and it's quite a bit simpler to use than straight up three.js. It's not as easy as it could be for less advanced users at the moment, but the ability to use all its features in projects successfully is nonetheless there. I'm working to make things easier. Voice your difficulties for support. I'm working on this part time so please understand i can only do so much at a time, and like to release update when they're ready so people don't complain about unfinished features being broken too much if i have to restructure things. This is a complex plugin with a lot of complex features to simplify, doing things wrong could make it unusably slow. I'm sorry if things don't feel like they're moving too much but i assure you your problems could be quickly resolved if you asked in this thread for support, i check quite often.

  • behaviours are programmed for 2D, so obviously a choice has to be made as to how the x y values map to x y z. Until there are 3D behaviors which are made, there's no way to directly make the 2D ones work without using some remapping scheme like this.

    The x,y of the 3D object can be the same, it all depends on your choice of scales. If the scaling is off you can multiply the positions by some scale factor to get them to match.

  • casual2 It's possible to use a sprite and then position the 3D object where the sprite is. you'll achieve the same effect.

  • TheDom

    He's not, but hes just aware of the fact i don't ever set hard deadlines. I'm not sure when the update will be completed, i'm working on it when i can, and collision detection is proving difficult to get right.

  • Any idea when we can expect the update and would please consider making the main demo project available. Please.

    The main demo is too complex, messy, and lacks the coments to be used as a learning resource, it was never designed with that intention. You'd be better off looking at the plugin source.

  • For ensuring blocks only break from bottom hits you need to check if the players last position was below the bottom of the block, and if the current position is inside the block. do this by checking if the player is overlapping, and then checking if the players y position minus the y velocity is a position below the bottom of the block. this means the player crossed the bottom of the block while moving from one frame to the next, guaranteeing a proper bottom hit.

  • check the plugin sdk:

    https://www.scirra.com/manual/15/sdk

  • set position to

    x: pin.x+cos(angle)*radius

    y: pin.y+sin(angle)*radius

    this is such fundamental math, anyone making games should invest time into learning basic trig concepts. You'd be doing yourself a great service. The pin behaviour is just using the same method, wrapped up into the behavior. Learn the math, you'll be able to do complex things without relying on behaviours.

    http://en.wikipedia.org/wiki/Unit_circle

  • mrmdesign Ah, could you link me to the post which lead you here? I'm curious.

    For those asking, I'm still working on collision detection, and trying to iron out some new performance issues/bugs a chrome update has caused, i might migrate from three.js 66 to 68 as well, since this might fix the performance issue and some other bugs.

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QuaziGNRLnose

Member since 2 Aug, 2008

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